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| Huxley Weapons, Vehicles & Armour Talk about Weapons, Vehicles and Armour. Sub Forums - Huxley Vehicles | Huxley Weapons |
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#21 (permalink) | |
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Senior Member
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Location: Atlanta, GA
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They said skill AND twitch based, therefore leading + arching + spinning like a mofo. Maybe a lot like AA, with Huxley weapons. I really don't like to compare this game to any other game, I think that's where most people on this site go wrong. This game is NOT U3, this game is NOT Tribes, this game is NOT Planetside. It IS Huxley. Don't expect U3, don't expect Planetside, expect Huxley.
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#22 (permalink) |
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Training Grounds
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I'm not trying to compair it (there's nothing to compair it to yet) but I am trying to give ppl a feel for what I'm saying, ie I hope huxley acts like fear in this aspect or I hope it doesn't lag like halo.
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#23 (permalink) |
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Well said Brene.
Trying to think in terms of other games is already a mis-step as far as Huxley's concerned. Its already among the 1st of its kind (in so far as persistent MMOFPS's go) and comparing it with other games is just misleading, as 'similar' as they may be. Sure it may have certain elements from other games, such as UT or Halo or FEAR or whichever, but it will still be Huxley. Webzen seem to be out to release something original, innovative, and above all, polished. How they do that, I'm sure, is somewhat up to them.
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#24 (permalink) | |
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HuXXXley. |
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#25 (permalink) |
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Training Grounds
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All of these ideas sound good, I am just hoping that it wont be as simple as pointing and shooting. I also hope that the sniper rifle is not an instant hit, or whoring it may be too easy. There should be a good amount of leading involved, I think.
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#26 (permalink) | |
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#27 (permalink) |
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Super Moderator
![]() Join Date: May 2006
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Couple things:
1.) "Tracers" These are just particle effects added to actions started when you fire. Normal bullet effects are almost no different from a "Tracer" round, they just swap out the colors. 2.) Diablo, all that makes no sense . . . 3.) Problems with all weapons needing to lead. In a 100v100 battle, having even 1/4 of the population firing at full auto you're going to have alot of bullets in the air. Either server or client side tracing and registration of these bullets would suck up every little bit of bandwidth if it had to calculate it all. Which is the main reason I dont think they'll have lead times. Rockets of course are another matter, snipers will very probably be as well. When a buddy of mine created a simply massive UT level (UT2k4) even the insta hit sniper rifle in there was no longer instant hit. 4.) Another problem with sniper rifles not being instant hit is that they're semi or bolt actions usually. Hitting a moving target + lead time + lag = ineffective sniping. Which I doubt they want. You are all saying you cant really compare this with old games, however it IS the unreal engine, albiet new and very spiced up. Thinking that they'll completely re-program the way registration and fighting works very probably isn't going to happen. You don't rewrite the alphabet every time you write a new book, even if it is "Dick meets Jane" vs "The Silmarilion" A question for those of you who are advocating the large lead times with weapons. Have you played Planetside? I'm not trying to criticize, I'm merely curious whether you've played a game where this is readily apparent. |
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#28 (permalink) | |
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I played Planetside from Launch, to the crap expansion pack when I uninstalled and broke the CDs. I've also played every large FPS to date, and know which use a 'lead' system and which don't. Also, if you knew anything about the Unreal engine, then you'd know it's mainly based on it's physics being capable of rendering at unparalleled speeds, thus reducing graphical lag. Therefore leading would not be an issue versus lag, because if you are playing on any type of somewhat decent computer, you've already rendered every bullet in every chamber of every gun before it's been fired, it's a pre-caching system that the new unreal engine is developed with. It's quite revolutionary and ingenious in theory. Though when games start utilizing it, and pushing through, we'll see how they truly put it into effect. Tomorrow's the big day.
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#29 (permalink) |
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Member
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I imagine that it will depend on the gun.
I will assume that your faster assault rifles will shoot almost instantly. Your rockets/plasma/grenades and other explosives will be rather slow. Your sniper rifle just to prevent it from being too easy to use will have a small lead needed.
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#30 (permalink) | |
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Training Grounds
![]() Join Date: May 2006
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Thats funny i only played in the last 5 years. I dont even know if its been out 10 yr, if it has pfft so what. any reason you posted this 'constructive' critisim
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Check out my signature w00t!!!! [url]http://img19.imageshack.us/img19/3283/13copy7fg.jpg[/url] Last edited by Diab0l0s; 11-05-2006 at 09:07 AM. |
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#31 (permalink) |
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Senior Member
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In ut2004, the lightning gun is hitscan (instant hit), but it actually has a distance limit. If you make a map long enough (or even shoot across some onslaught maps) the bolt will simply stop at a distance. But while you may have experienced lag with the visual or hitsound or whatever, the shot itself is calculated instantly.
I don't see how lead times are really necessary in games that have relatively fast movement, since a smaller target is physically harder to aim at anyways. As you get further away whatever you're shooting at will be moving just as fast as up close, but will be fewer pixels' worth of target to put your crosshair on. I guess it all depends on the very specific details of the weapons, though (rates of fire, relative damage, ammo, etc etc). True ballistic trajectories would seem like a lot to calculate in really large-scale fights though... guess it depends on the server hardware. |
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#32 (permalink) | |
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Training Grounds
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#33 (permalink) | |
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Experience. Learn. [b]Adapt[/b]. Succeed. [i]Survival of the fittest.[/i] [img]http://i70.photobucket.com/albums/i104/shinigami214/661cb52a.gif[/img] |
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#34 (permalink) | |
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b.) It's going on it's 9th year. c.) I posted it because that kid thinks because he's played one or two medium//high-scale FPS that he is the official guru of FPS when he has no coding experience. Kind of Ironic, no?
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#36 (permalink) |
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Training Grounds
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I hope they make it as realistic as possible. I think leading the shots, and making it fire like a real gun, similar to what America Army tried to do. I don't really like tracer type shots unless it's a sniper, as to help find the location of the sniper, and help level the playing field out.
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#37 (permalink) |
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Seeing as they want this to be a fast paced action game, they probably do what most do and give it an arcade feel.
IE limit the effects of re-coil, movement and leading on most gun to improve game speed, while keeping it on others to an extent. So yes they'll probably leave leading on slow firing projectiles simple because it takes a while to get to the target. Rapid fire guns will probably be almost insta hit. They will have "bullets" per say since the unreal engine itself uses them, and simply changing the speed they travel will enforce leading to be required by the user with certain weapons, especially with increased range. So close up the sniper rifle will require virtually no leading at all but as you get further away it will require more. But aside from extreme ranged the only leading i think you'll need is in regards to your own lag with the server, ie you'll have to shoot where the player actually is rather than where you see them. On a side not ei believe even CS had "bullets" since i've had a few eye for an eye kills where i've shot someone else at the same time as them shooting me, and if bullets didnt exist in game i cant see how this would be possible, unless we both pressed the button at exactely the same time, also factoring in the lag between the server and our clients.
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